Cleric
Base Class: Cleric

While most clerics follow defined gods who seek to convert others to the cause, those of the Mystery Cults often intentionally obscure their faith with esoteric references and cloaked intentions. No less devoted than their more classically divine peers, they are not merely warlocks, but people of true faith in their dark and unknown deities.

Standing at the blasphemous confluence of divine and psionic power, they are almost universally condemned and feared, often shrouding their nature and abilities with mystery and working toward esoteric goals.

Domain Spells

1st-level Mystery Cult feature

You gain domain spells at the cleric levels listed in the Mystery Cult Spells table. See the Divine Domain class feature for how domain spells work.

Twilight Domain Spells
Cleric Level Spells

1st

frighten, hideous laughter

3rd

augury, detect thoughts

5th

fear, nondetection

7th

compulsion, summon horror

9th

dominate person, modify memory

Silent Language

1st-level Mystery Cult feature

Starting when you choose this domain at 1st level, you can communicate telepathically with any creature you can see within 30 feet of you, and they can reply in kind. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Uncanny Insight

1st-level  Mystery Cult feature 

As a reaction to being hit by an attack, you can add your Wisdom Modifier to your AC until the start of your next turn, including against the triggering attack. You can use this feature a number of times equal to your Proficiency bonus. You regain all expended uses when you finish a long rest.

Channel Divinity: Invoke Betrayal

2nd-level Mystery Cult feature

You can use your Channel Divinity to influence the mind of a target within range. When a creature within 30 feet makes an attack roll, as a reaction you can force that creature to make a Wisdom saving throw. On failure, you can direct the attack at another creature within range.

Esoteric Rites

6th-level Mystery Cult feature

You can develop your faith in one of the following ways, unlocking special powers as a reward for your conviction. You select one of the following features. You can select additional Esoteric Rites at 10th and 14th levels.

Gift of Tongues

You learn Deep Speech. If you already know Deep Speech, you gain one additional language of your choice. You can use this esoteric language as your verbal components, and creatures can no longer successfully identify a spell you are casting.

Spell casting checks to interfere with your magic are made with disadvantage (such as counterspell), and must make a check even if they would normally automatically succeed.

Gift of Prophecy

When you close your eyes, you can see flickers of the future. You regain one expended use of Uncanny Insight when you finish a short rest.

Gift of Mystery

You learn the associated psionic power of one Psionic Discipline of your choice. The psionic power of the Discipline becomes a 1st-level spell for you. When you cast it using a spell slot, you cast it as if expend psi points equal to the spell slot level spent (for example, when casting as a 1st-level spell, you cast it as if empowering it with 1 psi point).

 

Potent Spellcasting

8th-level Mystery Cult feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Dark Truth

17th-level Mystery Cult feature

Your mind is inured to the horrors in which you deal, the veil cast aside from your eyes.

  • You are Immune to psychic damage
  • You gain truesight of 60ft

Previous Versions

Name Date Modified Views Adds Version Actions
5/12/2023 5:09:39 AM
5
3
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes